/* * Copyright (C) 2012 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef AudioScheduledSourceNode_h #define AudioScheduledSourceNode_h #include "modules/webaudio/AudioSourceNode.h" namespace WebCore { class AudioBus; class AudioScheduledSourceNode : public AudioSourceNode { public: // These are the possible states an AudioScheduledSourceNode can be in: // // UNSCHEDULED_STATE - Initial playback state. Created, but not yet scheduled. // SCHEDULED_STATE - Scheduled to play (via noteOn() or noteGrainOn()), but not yet playing. // PLAYING_STATE - Generating sound. // FINISHED_STATE - Finished generating sound. // // The state can only transition to the next state, except for the FINISHED_STATE which can // never be changed. enum PlaybackState { // These must be defined with the same names and values as in the .idl file. UNSCHEDULED_STATE = 0, SCHEDULED_STATE = 1, PLAYING_STATE = 2, FINISHED_STATE = 3 }; // This helper class handles the lifetime of an AudioScheduledSourceNode with an onended event // listener. This keeps the node alive until the event listener is processed. class NotifyEndedTask { public: NotifyEndedTask(PassRefPtr<AudioScheduledSourceNode> scheduledNode); void notifyEnded(); private: RefPtr<AudioScheduledSourceNode> m_scheduledNode; }; AudioScheduledSourceNode(AudioContext*, float sampleRate); // Scheduling. void start(ExceptionState& exceptionState) { start(0.0, exceptionState); } void start(double when, ExceptionState&); void stop(ExceptionState& exceptionState) { stop(0.0, exceptionState); } void stop(double when, ExceptionState&); unsigned short playbackState() const { return static_cast<unsigned short>(m_playbackState); } bool isPlayingOrScheduled() const { return m_playbackState == PLAYING_STATE || m_playbackState == SCHEDULED_STATE; } bool hasFinished() const { return m_playbackState == FINISHED_STATE; } EventListener* onended() { return getAttributeEventListener(EventTypeNames::ended); } void setOnended(PassRefPtr<EventListener>); protected: // Get frame information for the current time quantum. // We handle the transition into PLAYING_STATE and FINISHED_STATE here, // zeroing out portions of the outputBus which are outside the range of startFrame and endFrame. // // Each frame time is relative to the context's currentSampleFrame(). // quantumFrameOffset : Offset frame in this time quantum to start rendering. // nonSilentFramesToProcess : Number of frames rendering non-silence (will be <= quantumFrameSize). void updateSchedulingInfo(size_t quantumFrameSize, AudioBus* outputBus, size_t& quantumFrameOffset, size_t& nonSilentFramesToProcess); // Called when we have no more sound to play or the noteOff() time has been reached. virtual void finish(); static void notifyEndedDispatch(void*); PlaybackState m_playbackState; // m_startTime is the time to start playing based on the context's timeline (0 or a time less than the context's current time means "now"). double m_startTime; // in seconds // m_endTime is the time to stop playing based on the context's timeline (0 or a time less than the context's current time means "now"). // If it hasn't been set explicitly, then the sound will not stop playing (if looping) or will stop when the end of the AudioBuffer // has been reached. double m_endTime; // in seconds bool m_hasEndedListener; static const double UnknownTime; }; } // namespace WebCore #endif // AudioScheduledSourceNode_h